Pit Fiend
Wild Card
Attributes: Agility d12+3, Smarts d12+2, Spirit d12+2, Strength d12+5, Vigor d12+2
Skills: Fighting d12+2, Intimidation d12+3, Notice d12+2, Knowledge (Religion) d12+4, Knowledge (Planes) d12+4, Knowledge (Nobility) d12, Knowledge (History) d12, Persuasion d12+2, Stealth d4, Spellcasting d12
Charisma: +4; Pace: 7; Parry: 9; Toughness: 13 (4)
Edges: Arcane Background (Magic), Combat Reflexes, Level Headed, Sweep, Strong Willed, Two-Fisted(All four arms)
Powers: Blast (fire storm), Dispel, Summon Ally, Telekinesis, Teleport
Gear: Hellswords (Str+d8, Reach 2), Punch Daggers (Str+d4; Reach 1; AP4)
Special Abilities:
• Armour +4: Natural armour.
• Low Light Vision: No penalties for dim or dark lighting.
• Truevision: Can see through illusions, shapechanging, invisibility, etc.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
• Death Throes: Immediately after being incapacitated, this creature makes an attack against all adjacent targets (as if using Improved Sweep).
• Flaming Aura: Anyone attacking the character with unarmed or natural weapons suffers 2d6 fire damage.
• Heart of Blasphemy: Attacks, damage, spells and opposed rolls from Good creatures suffer a -2 penalty.
• Flight: Flying Pace of 12".
• Evil: Affected by powers and abilities that work on evil creatures.
• Spawned in the Rookeries of Hell: +2 to recover from being Shaken; Immune to Poison and disease.
• Weakness: Double Damage from Cold Iron
• Size +4: Increases Toughness by +4.
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
"Seek, Locate, Destroy. Anihilate, Exterminate, Obliterate. The perfect poem."
Friday, 21 June 2013
Khlûl'-hloo
Wild Card
Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+10, Vigor d12
Skills: Fighting d12, Dreaming very loudly(Intimidate) d12+2, Knowledge(Things man was not meant to pronounce) d12, Throwing d6, Notice d4
Pace: 10; Parry: 8; Toughness: 19 (5)
Hindrances: Major Habit(Sleeping for Exceptionally Long Periods)
Edges: Connections, Luck,
Special Abilities:
• Aquatic: Swimming Pace of 16", and cannot drown.
• Armor +5: Thick, blubbery hide.
• Fear -2: The blasphemous wrongness.
• Claws: Str+d8, Reach 2 Heavy Weapon.
• Four Tentacles: Str+d4 Can Attack with all four tentacles with no multiple action penalty.
• Vampiric Regeneration: For each living creature it kills the Eldritch demon can make a Vigor roll modified by the victims size to heal wounds. +2 to recover from Shaken.
• Flight: Eldritch Demons have a Flying Pace of 18”
• Immunity: Radiation
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Size +8
• Weakness: Double damage from Tramp Freighters.
"Ph'nglui mglw'nafh Khlûl'-hloo R'lyeh wgah'nagl fhtagn"
Depending on his purpose in a scenario it can be reasonable to consider this character to have Heavy Armor. If so the the Weakness also allows Tramp Freighters and Champions to count as Heavy weapons.
Eldritch Demon
Wild Card
Attributes: Agility d6, Smarts d10, Spirit d12+2, Strength d12+6, Vigor d12
Skills: Fighting d12, Gibber Menacingly (Intimidate)d10, Throwing d6, Notice d4
Pace: 10; Parry: 8; Toughness: 14 (4)
Special Abilities:
• Aquatic: Swimming Pace of 10", and cannot drown.
• Armor +4: Thick, blubbery hide.
• Fear: The blasphemous wrongness.
• Claws: Str+d8, Reach 1.
• Four Tentacles: Str+d4 Can Attack with all four tentacles with no multiple action penalty.
• Vampiric Regeneration: For each living creature it kills the Eldritch demon can make a Vigor roll modified by the victims size to heal wounds. +2 to recover from Shaken.
• Flight: Eldritch Demons have a Flying Pace of 12”
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
• Size +4
"Ph'nglui mglw'nafh Khlûl'-hloo R'lyeh wgah'nagl fhtagn"
Attributes: Agility d6, Smarts d10, Spirit d12+2, Strength d12+6, Vigor d12
Skills: Fighting d12, Gibber Menacingly (Intimidate)d10, Throwing d6, Notice d4
Pace: 10; Parry: 8; Toughness: 14 (4)
Special Abilities:
• Aquatic: Swimming Pace of 10", and cannot drown.
• Armor +4: Thick, blubbery hide.
• Fear: The blasphemous wrongness.
• Claws: Str+d8, Reach 1.
• Four Tentacles: Str+d4 Can Attack with all four tentacles with no multiple action penalty.
• Vampiric Regeneration: For each living creature it kills the Eldritch demon can make a Vigor roll modified by the victims size to heal wounds. +2 to recover from Shaken.
• Flight: Eldritch Demons have a Flying Pace of 12”
• Large: -2 to attack medium-sized foes, they receive +2 to their attacks.
• Size +4
"Ph'nglui mglw'nafh Khlûl'-hloo R'lyeh wgah'nagl fhtagn"
Armour of a Forgotten Destiny
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 11
Edges: Level Headed, Strong Will
Special Abilities:
• No Flesh Inside: Immunity to Electricity and Radiation, +4 to attempts to pretend to be an inanimate suit of Armor. Due to being the creatures body, Armor adds directly to toughness and cannot be bypassed by AP or weapons that ignore Armor.
• Soulvision: No vision penalties for darkness.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Called shots to the straps (-6) do double damage.
Gear: Plate armour (+3), Longsword (Str+d8), Medium Shield (Parry +1)
"There will be a reckoning!"
Skills: Fighting d8, Notice d6, Stealth d6
Charisma: -; Pace: 6; Parry: 7; Toughness: 11
Edges: Level Headed, Strong Will
Special Abilities:
• No Flesh Inside: Immunity to Electricity and Radiation, +4 to attempts to pretend to be an inanimate suit of Armor. Due to being the creatures body, Armor adds directly to toughness and cannot be bypassed by AP or weapons that ignore Armor.
• Soulvision: No vision penalties for darkness.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
• Weakness: Called shots to the straps (-6) do double damage.
Gear: Plate armour (+3), Longsword (Str+d8), Medium Shield (Parry +1)
"There will be a reckoning!"
Neb,ensew
Undead Warlord
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d12+1, Notice d8, Knowledge (Battle) d12+2, Rant about the Squirrel Menace d8, Repair d10, Spellcasting d12, Stealth d4
Charisma: +1; Pace: 6; Parry: 6; Toughness: 11 (2)
Hindrances: Bloodthirsty, Minor Habit(Insane Rants), Quirk(Believes Orcs are secretly squirrels in disguise.)
Edges: Arcane Background (Magic), Command, Level Headed, Necromancer, Master Necromancer, Tactician.
Spells: Bolt(purple glowing flying worms),Obscure, Pummel(Sandstorm). Zombie
Gear: Ancient Armour(+2), Staff(Str+d4, +Parry, Reach 1, 2 handed)
Special Abilities
• Touch: Str+d4; paralyzing touch.
• Low Light Vision: No vision penalties for dark or dim light.
• Fear: Anyone who sees this creature must make a Fear check.
• Flying: Pace 6
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
"The living would be better off dead. Untiring, Dedicated, Perfected. Neh-heh, heh, heh, heh."
Necromancer, Master Necromancer are found in Horror Companion p5-6, and enable making permanant zombies that are better than standard.
Wild Card
Attributes: Agility d8, Smarts d12, Spirit d8, Strength d6, Vigor d8
Skills: Fighting d6, Intimidation d12+1, Notice d8, Knowledge (Battle) d12+2, Rant about the Squirrel Menace d8, Repair d10, Spellcasting d12, Stealth d4
Charisma: +1; Pace: 6; Parry: 6; Toughness: 11 (2)
Hindrances: Bloodthirsty, Minor Habit(Insane Rants), Quirk(Believes Orcs are secretly squirrels in disguise.)
Edges: Arcane Background (Magic), Command, Level Headed, Necromancer, Master Necromancer, Tactician.
Spells: Bolt(purple glowing flying worms),Obscure, Pummel(Sandstorm). Zombie
Gear: Ancient Armour(+2), Staff(Str+d4, +Parry, Reach 1, 2 handed)
Special Abilities
• Touch: Str+d4; paralyzing touch.
• Low Light Vision: No vision penalties for dark or dim light.
• Fear: Anyone who sees this creature must make a Fear check.
• Flying: Pace 6
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers.
"The living would be better off dead. Untiring, Dedicated, Perfected. Neh-heh, heh, heh, heh."
Necromancer, Master Necromancer are found in Horror Companion p5-6, and enable making permanant zombies that are better than standard.
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